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	</style></head><body><pre><span class='line'>  1</span> <span class="COMM">/*****************************************************************************
<span class='line'>  2</span> * Cal3D 3d character animation library
<span class='line'>  3</span> * Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger
<span class='line'>  4</span> *
<span class='line'>  5</span> * This library is free software; you can redistribute it and/or modify it
<span class='line'>  6</span> * under the terms of the GNU Lesser General Public License as published by
<span class='line'>  7</span> * the Free Software Foundation; either version 2.1 of the License, or (at
<span class='line'>  8</span> * your option) any later version.
<span class='line'>  9</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 10</span> 
<span class='line'> 11</span> </span><span class="COMM">/*****************************************************************************
<span class='line'> 12</span> * Cal3DJS Javascript port of Cal3D for WebGL and canvas applications
<span class='line'> 13</span> * by Humu humu2009@gmail.com
<span class='line'> 14</span> * http://code.google.com/p/cal3djs/
<span class='line'> 15</span> *****************************************************************************/</span><span class="WHIT">
<span class='line'> 16</span> 
<span class='line'> 17</span> 
<span class='line'> 18</span> </span><span class="COMM">/**
<span class='line'> 19</span> 	@class CalSkeleton
<span class='line'> 20</span> */</span><span class="WHIT">
<span class='line'> 21</span> </span><span class="NAME">Cal3D.CalSkeleton</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreSkeleton</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 22</span> </span><span class="WHIT">	</span><span class="NAME">this.m_coreSkeleton</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreSkeleton</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 23</span> </span><span class="WHIT">	</span><span class="NAME">this.m_vectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">[</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 24</span> </span><span class="WHIT">	</span><span class="NAME">this.m_isBoundingBoxesComputed</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 25</span> 
<span class='line'> 26</span> </span><span class="WHIT">	</span><span class="COMM">// clone the skeleton structure of the core skeleton</span><span class="WHIT">
<span class='line'> 27</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">vectorCoreBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">coreSkeleton.getVectorCoreBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 28</span> 
<span class='line'> 29</span> </span><span class="WHIT">	</span><span class="COMM">// get the number of bones</span><span class="WHIT">
<span class='line'> 30</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">vectorCoreBone.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 31</span> 
<span class='line'> 32</span> </span><span class="WHIT">	</span><span class="COMM">// clone every core bone</span><span class="WHIT">
<span class='line'> 33</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">boneCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 34</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalBone</span><span class="PUNC">(</span><span class="NAME">vectorCoreBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 35</span> 
<span class='line'> 36</span> </span><span class="WHIT">		</span><span class="COMM">// set skeleton in the bone instance</span><span class="WHIT">
<span class='line'> 37</span> </span><span class="WHIT">		</span><span class="NAME">bone.setSkeleton</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 38</span> 
<span class='line'> 39</span> </span><span class="WHIT">		</span><span class="COMM">// insert bone into bone vector</span><span class="WHIT">
<span class='line'> 40</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorBone.push</span><span class="PUNC">(</span><span class="NAME">bone</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 41</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 42</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 43</span> 
<span class='line'> 44</span> </span><span class="COMM">/**
<span class='line'> 45</span> 	Calculate the state of the skeleton.&lt;br />
<span class='line'> 46</span> 	This function calculates the state of the skeleton instance by recursively calculating the states of its bones.
<span class='line'> 47</span> */</span><span class="WHIT">
<span class='line'> 48</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.calculateState</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 49</span> </span><span class="WHIT">	</span><span class="COMM">// calculate all bone states of the skeleton</span><span class="WHIT">
<span class='line'> 50</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">listRootCoreBoneId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_coreSkeleton.getVectorRootCoreBoneId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 51</span> 
<span class='line'> 52</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">iRootCoreBoneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">iRootCoreBoneId</span><span class="PUNC">&lt;</span><span class="NAME">listRootCoreBoneId.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">iRootCoreBoneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 53</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="WHIT"> </span><span class="NAME">listRootCoreBoneId</span><span class="PUNC">[</span><span class="NAME">iRootCoreBoneId</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">calculateState</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 54</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 55</span> </span><span class="WHIT">	</span><span class="NAME">this.m_isBoundingBoxesComputed</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 56</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 57</span> 
<span class='line'> 58</span> </span><span class="COMM">/**
<span class='line'> 59</span> 	Clear the state of the skeleton.&lt;br />
<span class='line'> 60</span> 	This function clears the state of the skeleton instance by recursively clearing the states of its bones.
<span class='line'> 61</span> */</span><span class="WHIT">
<span class='line'> 62</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.clearState</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 63</span> </span><span class="WHIT">	</span><span class="COMM">// clear all bone states of the skeleton</span><span class="WHIT">
<span class='line'> 64</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 65</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">clearState</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 66</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'> 67</span> </span><span class="WHIT">	</span><span class="NAME">this.m_isBoundingBoxesComputed</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">false</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 68</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 69</span> 
<span class='line'> 70</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.create</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">coreSkeleton</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 71</span> </span><span class="WHIT">	</span><span class="KEYW">throw</span><span class="WHIT"> </span><span class="STRN">'not implemented error'</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 72</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 73</span> 
<span class='line'> 74</span> </span><span class="COMM">/**
<span class='line'> 75</span> 	Get a bone of the skeleton.&lt;br />
<span class='line'> 76</span> 	This function returns the bone with the given ID.
<span class='line'> 77</span> 	@param {number} boneId The The ID of the bone.
<span class='line'> 78</span> 	@returns {Cal3D.CalBone} The bone.
<span class='line'> 79</span> */</span><span class="WHIT">
<span class='line'> 80</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">boneId</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 81</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 82</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 83</span> 
<span class='line'> 84</span> </span><span class="COMM">/**
<span class='line'> 85</span> 	Get the core skeleton.&lt;br />
<span class='line'> 86</span> 	This function returns the core skeleton on which this skeleton instance is based on.
<span class='line'> 87</span> 	@returns {Cal3D.CalCoreSkeleton} The core skeleton.
<span class='line'> 88</span> */</span><span class="WHIT">
<span class='line'> 89</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getCoreSkeleton</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 90</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_coreSkeleton</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 91</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 92</span> 
<span class='line'> 93</span> </span><span class="COMM">/**
<span class='line'> 94</span> 	Get the bone list.&lt;br />
<span class='line'> 95</span> 	This function returns the list that contains all bones of the skeleton instance.
<span class='line'> 96</span> 	@returns {Array} The bone list.
<span class='line'> 97</span> */</span><span class="WHIT">
<span class='line'> 98</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getVectorBone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 99</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>100</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>101</span> 
<span class='line'>102</span> </span><span class="COMM">/**
<span class='line'>103</span> 	Get the number of bones.&lt;br />
<span class='line'>104</span> 	This function returns the number of bones of the skeleton instance.
<span class='line'>105</span> 	@returns {number} The number of bones.
<span class='line'>106</span> */</span><span class="WHIT">
<span class='line'>107</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getBoneCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>108</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>109</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>110</span> 
<span class='line'>111</span> </span><span class="COMM">/**
<span class='line'>112</span> 	Lock the state of the skeleton.&lt;br />
<span class='line'>113</span> 	This function locks the state of the skeleton instance by recursively locking the states of its bones.
<span class='line'>114</span> */</span><span class="WHIT">
<span class='line'>115</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.lockState</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>116</span> </span><span class="WHIT">	</span><span class="COMM">// lock all bone states of the skeleton</span><span class="WHIT">
<span class='line'>117</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>118</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">lockState</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>119</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>120</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>121</span> 
<span class='line'>122</span> </span><span class="COMM">/**
<span class='line'>123</span> 	Calculate axis aligned bounding box (AABB) of skeleton bones.&lt;br />
<span class='line'>124</span> 	@param {Cal3D.CalVector} min (Optional) The vector where the min values of the bounding box are stored. This is an output parameter.
<span class='line'>125</span> 	@param {Cal3D.CalVector} max (Optional) The vector where the max values of the bounding box are stored. This is an output parameter.
<span class='line'>126</span> 	@returns {object} An object holding the min and max values of the bounding box.
<span class='line'>127</span> */</span><span class="WHIT">
<span class='line'>128</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getBoneBoundingBox</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">min</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">max</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>129</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">min</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>130</span> </span><span class="WHIT">		</span><span class="NAME">min</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>131</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">max</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>132</span> </span><span class="WHIT">		</span><span class="NAME">max</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Cal3D.CalVector</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>133</span> 
<span class='line'>134</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">this.m_isBoundingBoxesComputed</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>135</span> </span><span class="WHIT">		</span><span class="NAME">this.calculateBoundingBoxes</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>136</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>137</span> 
<span class='line'>138</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>139</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_vectorBone.length</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>140</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>141</span> 
<span class='line'>142</span> </span><span class="WHIT">		</span><span class="NAME">min.assign</span><span class="PUNC">(</span><span class="NAME">translation</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>143</span> </span><span class="WHIT">		</span><span class="NAME">max.assign</span><span class="PUNC">(</span><span class="NAME">translation</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>144</span> 
<span class='line'>145</span> </span><span class="WHIT">		</span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>146</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>147</span> 
<span class='line'>148</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>149</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>150</span> 
<span class='line'>151</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">translation.x</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NAME">max.x</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>152</span> </span><span class="WHIT">			</span><span class="NAME">max.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>153</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">translation.x</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">min.x</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>154</span> </span><span class="WHIT">			</span><span class="NAME">min.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>155</span> 
<span class='line'>156</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">translation.y</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NAME">max.y</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>157</span> </span><span class="WHIT">			</span><span class="NAME">max.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>158</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">translation.y</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">min.y</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>159</span> </span><span class="WHIT">			</span><span class="NAME">min.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>160</span> 
<span class='line'>161</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">translation.z</span><span class="WHIT"> </span><span class="PUNC">></span><span class="WHIT"> </span><span class="NAME">max.z</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>162</span> </span><span class="WHIT">			</span><span class="NAME">max.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>163</span> </span><span class="WHIT">		</span><span class="KEYW">else</span><span class="WHIT"> </span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">translation.z</span><span class="WHIT"> </span><span class="PUNC">&lt;</span><span class="WHIT"> </span><span class="NAME">min.z</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>164</span> </span><span class="WHIT">			</span><span class="NAME">min.z</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>165</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>166</span> 
<span class='line'>167</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT"> </span><span class="NAME">min</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NAME">min</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">max</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NAME">max</span><span class="WHIT"> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>168</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>169</span> 
<span class='line'>170</span> </span><span class="COMM">/**
<span class='line'>171</span> 	Calculate bones' bounding boxes.&lt;br />
<span class='line'>172</span> 	This function calculates the bounding box of every bone in the Skeleton.
<span class='line'>173</span> */</span><span class="WHIT">
<span class='line'>174</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.calculateBoundingBoxes</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>175</span> </span><span class="WHIT">	</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">this.m_isBoundingBoxesComputed</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>176</span> </span><span class="WHIT">		</span><span class="KEYW">return</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>177</span> 
<span class='line'>178</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT"> </span><span class="WHIT">
<span class='line'>179</span> </span><span class="WHIT">		</span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">calculateBoundingBox</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>180</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>181</span> </span><span class="WHIT">	</span><span class="NAME">this.m_isBoundingBoxesComputed</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>182</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>183</span> 
<span class='line'>184</span> </span><span class="COMM">/**
<span class='line'>185</span> 	Get transformed bone points of the skeleton. This is a debugging function.
<span class='line'>186</span> 	@param {Array} pointBuffer The user-provided buffer where the transformed bone point data is written to. This is an output parameter.
<span class='line'>187</span> 	@returns {number} The number of bone points written to the buffer.
<span class='line'>188</span> */</span><span class="WHIT">
<span class='line'>189</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getBonePoints</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">pointBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>190</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>191</span> 
<span class='line'>192</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>193</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">boneCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>194</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>195</span> 
<span class='line'>196</span> </span><span class="WHIT">		</span><span class="NAME">pointBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>197</span> </span><span class="WHIT">		</span><span class="NAME">pointBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>198</span> </span><span class="WHIT">		</span><span class="NAME">pointBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>199</span> 
<span class='line'>200</span> </span><span class="WHIT">		</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>201</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>202</span> 
<span class='line'>203</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">boneCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>204</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>205</span> 
<span class='line'>206</span> </span><span class="COMM">/**
<span class='line'>207</span> 	Get bone points (without transformation) of the skeleton. This is a debugging function.
<span class='line'>208</span> 	@param {Array} pointBuffer The user-provided buffer where the bone point data is written to. This is an output parameter.
<span class='line'>209</span> 	@returns {number} The number of bone points written to the buffer.
<span class='line'>210</span> */</span><span class="WHIT">
<span class='line'>211</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getBonePointsStatic</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">pointBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>212</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>213</span> 
<span class='line'>214</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>215</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">boneCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>216</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">.</span><span class="NAME">getCoreBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>217</span> 
<span class='line'>218</span> </span><span class="WHIT">		</span><span class="NAME">pointBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>219</span> </span><span class="WHIT">		</span><span class="NAME">pointBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>220</span> </span><span class="WHIT">		</span><span class="NAME">pointBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>221</span> 
<span class='line'>222</span> </span><span class="WHIT">		</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>223</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>224</span> </span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>225</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">boneCount</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>226</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>227</span> 
<span class='line'>228</span> </span><span class="COMM">/**
<span class='line'>229</span> 	Get transformed bone lines of the skeleton. This is a debugging function.
<span class='line'>230</span> 	@param {Array} pointBuffer The user-provided buffer where the transformed vertices of bone line data is written to. This is an output parameter.
<span class='line'>231</span> 	@returns {number} The number of vertices of bone lines written to the buffer.
<span class='line'>232</span> */</span><span class="WHIT">
<span class='line'>233</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getBoneLines</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">lineBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>234</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>235</span> </span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>236</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>237</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">numLines</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>238</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">boneCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>239</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>240</span> 
<span class='line'>241</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">parentId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">bone.getCoreBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getParentId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>242</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">parentId</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>243</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">parent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">parentId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>244</span> 
<span class='line'>245</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">bone.getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>246</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translationParent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">parent.getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>247</span> 
<span class='line'>248</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translationParent.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>249</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translationParent.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>250</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translationParent.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>251</span> 
<span class='line'>252</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>253</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>254</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>255</span> 
<span class='line'>256</span> </span><span class="WHIT">			</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>257</span> </span><span class="WHIT">			</span><span class="NAME">numLines</span><span class="PUNC">++</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>258</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>259</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>260</span> 
<span class='line'>261</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">numLines</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>262</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>263</span> 
<span class='line'>264</span> </span><span class="COMM">/**
<span class='line'>265</span> 	Get bone lines (without tranfromation) of the skeleton. This is a debugging function.
<span class='line'>266</span> 	@param {Array} pointBuffer The user-provided buffer where the vertices of bone line data is written to. This is an output parameter.
<span class='line'>267</span> 	@returns {number} The number of vertices of bone lines written to the buffer.
<span class='line'>268</span> */</span><span class="WHIT">
<span class='line'>269</span> </span><span class="NAME">Cal3D.CalSkeleton.prototype.getBoneLinesStatic</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">lineBuffer</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>270</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneCount</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone.length</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>271</span> </span><span class="WHIT">	</span><span class="WHIT">
<span class='line'>272</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>273</span> </span><span class="WHIT">	</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">numLines</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>274</span> </span><span class="WHIT">	</span><span class="KEYW">for</span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">=</span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">&lt;</span><span class="NAME">boneCount</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">boneId</span><span class="PUNC">++</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>275</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bone</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">boneId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>276</span> 
<span class='line'>277</span> </span><span class="WHIT">		</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">parentId</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">bone.getCoreBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getParentId</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>278</span> </span><span class="WHIT">		</span><span class="KEYW">if</span><span class="PUNC">(</span><span class="NAME">parentId</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="NUMB">1</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>279</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">parent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.m_vectorBone</span><span class="PUNC">[</span><span class="NAME">parentId</span><span class="PUNC">]</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>280</span> 
<span class='line'>281</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">bone.getCoreBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>282</span> </span><span class="WHIT">			</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">translationParent</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">parent.getCoreBone</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">getTranslationAbsolute</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>283</span> 
<span class='line'>284</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT">    </span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translationParent.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>285</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">1</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translationParent.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>286</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translationParent.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>287</span> 
<span class='line'>288</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">3</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>289</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">4</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>290</span> </span><span class="WHIT">			</span><span class="NAME">lineBuffer</span><span class="PUNC">[</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NUMB">5</span><span class="PUNC">]</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">translation.z</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>291</span> 
<span class='line'>292</span> </span><span class="WHIT">			</span><span class="NAME">p</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">6</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>293</span> </span><span class="WHIT">			</span><span class="NAME">numLines</span><span class="PUNC">++</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>294</span> </span><span class="WHIT">		</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>295</span> </span><span class="WHIT">	</span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>296</span> 
<span class='line'>297</span> </span><span class="WHIT">	</span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">numLines</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>298</span> </span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>299</span> </span></pre></body></html>